This 3rd Printing is a straight reprint of the 2nd Printing maps and counters, and includes the most current version of the rulebook and other components.
A World at War is a grand strategy game based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World at War simulates the military, economic, political, diplomatic, research and production aspects of the Second World War and lets the players find out for themselves what might have happened if:
• Germany had tried to execute Sea Lion, the invasion of Britain. • Admiral Raeder’s Mediterranean strategy had been adopted and the British position in he Middle East had crumbled. • Russia had been prepared for the German attack. • "General Winter" had not come to the aid of the hard-pressed Russian armies in late 1941. • The European Axis and Japan had cooperated in implementing a strategy aimed at destroying the Western Allied lines of communication in the Indian Ocean. • The Battle of the Atlantic had been won by Germany. • War had broken out between Russia and Japan in 1941 or 1942. • Japan had avoided disaster at Midway in 1942 and instead invaded Australia or India. • Japan had knocked China out of the war. • The U.S had mobilized more armor units and fewer air units, or more infantry and less armor • The Western Allies had tried Churchill's Balkan strategy • The Western Allies had tried to invade France in 1943 or earlier, leaving Italy for later. • The Western Allies had failed to develop the atomic bomb - but Germany had. • The Western Allies had developed jets or rockets. • YOU had been in command.
A World at War contains a dozen scenarios, ranging from the introductory Battle of the Atlantic and Barbarossa scenarios up to European and Pacific Campaign Games. But dedicated gamers will be hard-pressed to resist testing their luck, skill and especially their nerves by taking on the entire war in the full-fledged Campaign Game.
Ages: 14+ Players: 1-8 Game Length: 1440-2880 minutes